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The Psychomancer

Copyright Daniele Apa ©2002

Edited by Peter Mork for The Guild Companion

 

Author's Note: I created this new profession for RMSS some years ago, being quite disappointed with the inexistence of any Mentalism Pure User who could transform his mental energy in a true combat weapon (similar to elemental attacks). So the Psychomancer was born: something between a seer, a mentalist, a magician and an alchemist, I dare say I find it extremely interesting for its well-mixed qualities and my players have proven to like it a lot. I must warn anyway anyone who intends to introduce this profession in his/her own session: low-level Psychomancers are usually rather weak (if compared to other Pure Users, such as Mentalists themselves), which could have sometimes frustrating consequences for the people who play them. They close the gap by the middle levels (5th–8th), but they quickly become terribly strong, especially when they get enough power to seriously manipulate Psychoenergy and to create, animate and control constructs (see below for details) at about 10th–15th level. As to constructs and golems, you will see the realization of them requires a long time and much lab work, which means that PCs who are always travelling here and there will usually have no chance to develop such skills. This takes me to my final piece of advice: this profession is rather good and interesting for PCs (and I dare say very good if you run low- or middle-level campaigns—which are always the best, in my opinion) but is definitively GREAT for high-level (15th+) NPCs who have plenty of time to realize their plans! Just think of a solitary Psychomancer, living in his remote tower, surrounded by his pretty, obliging and DEADLY mechanical constructs and your PCs having to contact him for he is the only world-wide famous sage who has that piece of information they need...

 

The Psychomancer is a Pure Mentalism User, whose powers are based upon the strength of his will and of his mind, which are the main sources of the magic energy he is able to manipulate. Therefore his spells deal with the invocation of arcane forces, mental perceptions, defending against hostile spell casting, as well as with the creation of constructs, in which he is capable of imbedding part of the power of his own mind. Moreover he can manipulate that psychic force which pervades all beings, the so-called Psychoenergy, which he can transform into a lethal weapon. Psychomancers are world-wide considered the best of teachers, the ones who have really explored the abyssal depths of human mind, thus finding the only true foundation of every mental power: inner concentration. Their ability in transmitting this astonishingly simple result to their pupils together with their skill in teaching how to turn it into an infinite power source have made them the most requested teachers in every School of Magic of the world.

 

Prime Stats: Presence and Self Discipline

 

Psychomancer Spell Lists

Invocations: Through the means of this spell list, the Psychomancer imbeds his powerful Psychoenergy in an object or in a person, giving to it some properties that are far beyond normality.

Counterspells: This spell list contains spells that allow the Psychomancer to protect himself form the effects of hostile spell casting; they are exceptionally useful while struggling against other magic users.

Intuitions: Using the spells of this spell list the Psychomancer focuses his mental powers on foretelling, becoming able to partly dissipate the mists of future.

Constructs: Through the means of this spell list, the Psychomancer can create standard constructs and golems, imbedding his own mental energy in these artificial creations.

Psychoenergy Manipulation: The spells of this spell list allow the Psychomancer to directly manipulate Psychoenergy, transforming it in a lethal weapon, capable of almost physical attacks.

Mind Attack: (Mentalist Base List, Spell Law, page 163).

 

Profession Bonuses:

Awareness Group +10

Influence +10

Lore · Magical +5

Power Awareness +5

Power Manipulation +5

Power Point Development +5

Self Control +5

Spell Group +5

 

Skills and Skill Categories:


Armor · Heavy 7/7/7

Armor · Light 4/4/4

Armor · Medium 6/6/6

Artistic · Active 2/5

Artistic · Passive 2/5

Athletic · Brawn 5

Athletic · Endurance 3

Athletic · Gymnastics 3/9

Awareness · Perceptions 3/6

Awareness · Searching 3/6

Awareness · Senses 3/7

Body Development 12

Combat Maneuvers 15

Communications 2/2/2

Crafts 4/10

Directed Spells 2/6

Influence 2/5

Lore · General 1/3

Lore · Magical 2/4

Lore · Obscure 3/7

Lore · Technical 2/6

Martial Arts · Strikes 3

Martial Arts · Sweeps 3

Outdoor · Animal 4

Outdoor · Environmental 4

Power Awareness 2/5

Power Manipulation 4/10

Power Point Development 4

Science · Basic 1/4

Science · Specialized 6/14

Self Control 3/6

Special Attacks 14

Special Defenses 30

Subterfuge · Attack 15

Subterfuge · Stealth 5

Subterfuge · Mechanics 7

Technical · General 3/7

Technical · Professional 8

Technical · Vocational 5/12

Urban 2/5

Weapon · Category I 6

Weapon · Category II 8

Weapon · Category III 15

Weapon · Category IV 20

Weapon · Category V 20

Weapon · Category VI 20

Weapon · Category VII 20


 

Everyman Skills: Artifact Lore, Interrogation, Lie Perception, Seduction, Time Sense

Occupational Skills: Psychology

Restricted Skills: Channeling

 

Spell Lists Development:


Base list (all) 3/3/3

Open list (1–10) 4/4/4

Open list (11–15) 4/4/4

Open List (16–20) 4/4/4

Open List (21+) 6/6/6

Closed List (1–5) 4/4/4

Closed List (6–10) 4/4/4

Closed List (11–15) 4/4/4

Closed List (16–20) 4/4/4

Closed List (21+) 8/8


 

Training Packages:

Adventurer 31

Amateur Mage 26

Animal Friend 35

Assassin 35

Berserker 34

Burglar 29

City Guard 29

Cloistered Academic 22

Con Man 28

Crafter 24

Crusading Academic 27

Cut Purse 32

Detective 27

Diplomat 24

Doctor 24

Explorer 30

Guardian 35

Herbalist 23

 

 

 

Highwayman 30

Hunter 38

Knight 45

Loremaster 19

Martial Artist 30

Mercenary 40

Merchant 20

Performer 26

Philosopher 27

Sailor 26

Scout 30

Shaman Priest 30

Soldier 31

Spy 30

Traveler 22

Wanderer 33

Weapon Master 60

Zealot 25


Editor's Note: The above costs were derived from the Mentalist's training package costs.  GMs may consider using one of the training package formulae instead.


Spell List: Invocations

 

Spell

Level

Area

Duration

Range

Type

Invoke Light

1

50'R

1 min / lvl

30'

E

Invoke Water

2

1 cu' /lvl

–

15'

E

Invoke Incorruptibility

3

1 ration

2 weeks

touch

F

Invoke Darkness

4

50'R

1 min /lvl

30'

E

Invoke Protection I

5

15'R

1 round /lvl

self

U

Invoke Concentration I

6

caster

1 round /lvl

self

U

Invoke Heat

7

1 object

1 round /lvl

30'

E

Invoke Courage I

8

1 target

1 round /lvl

touch

F

Invoke Healing

9

1 wound

–

touch

F

Invoke Protection II

10

15'R

1 round / lvl

self

U

Invoke Closure

11

1 door

1 week / lvl

touch

F

Invoke Potion

12

1 drink

P

touch

F

Invoke Concentration II

13

caster

1 round / lvl

self

U

Magic Resistance

14

1 target

1 round / lvl

30'

U

Invoke Protection III

15

15'R

1 round / lvl

self

U

Invoke Courage II

16

1 target

1 round /lvl

touch

F

Invoke Health

17

1 target

1 day /lvl

touch

F

Double Invocation

18

1 target

varies

touch

U

Invoke Valet

19

1 valet

1 day / lvl

10'

F

Invoke Help

20

30' R

1 round / 5 fail

50'

F

Invoke Life

25

1 target

–

touch

F

Invoke Supreme Combat Art

30

1 weapon

1 round / lvl

touch

F

True Invocation

50

1 target

varies

touch

U

 

 

Note: Unless using appropriate spells (as Double Invocation or True Invocation) the same subject can't be the target of more than one Invoke spell at the same time.

1) Invoke Light (A: 50' R; D: 1 min/lvl; R: 30'): The area is illuminated as if it were daylight.  Pre-existing darkness may receive (at the GMs discretion) a RR.

2) Invoke Water (A: 1 cu'/lvl; D: – ; R: 15'): The Psychomancer creates 1 cu'/lvl of pure, clear water; he can make it appear directly inside a bucket or anything similar.

3) Invoke Incorruptibility (A: 1 ration; D: 2 weeks; R: touch): The Psychomancer, touching a quantity of food equal to a trail ration, preserves it (i.e. it doesn't rot) for two weeks and makes it twice more nourishing than normal.

4) Invoke Darkness (A: 50' R; D: 1 min/lvl; R: 30'): The area becomes pitch-black for the duration of the spell; the darkness can't be dissipated without magic.

5) Invoke Protection I (A: 15' R; D: 1 round / lvl; R: self): All humanoids in the area of effect who are considered "trusted" by the Psychomancer get a +5 bonus to DB.

6) Invoke Concentration I (A: caster; D: 1 round / lvl; R: self): The Psychomancer betters his own concentration and gets a special +5 bonus to all his rolls for Base Spell Attacks and Direct Spell Attacks.

7) Invoke Heat (A: 1 object; D: 1 round / lvl; R: 30'): The Psychomancer makes a heat-conducting object incandescent; anyone in contact with the object suffers an A Heat critical each round.

8) Invoke Courage I (A: 1 target; D: 1 round / lvl; R: touch): The Psychomancer enhances the braveness of the target; he/she gets a special +5 bonus to his/her melee OB and to his/her initiative rolls.

9) Invoke Healing (A: 1 wound; D: – ; R: touch): Touching a wound, the Psychomancer doubles its healing rate; this spell can't be used more than once on the same wound.

10) Invoke Protection II (A: 15' R; D: 1 round / lvl; R: self): As Invoke Protection I, except the bonus is +10.

11) Invoke Closure (A: 1 door; D: 1 week / lvl; R: touch): The target door can't be opened without uttering the right magic word, which must be established by the Psychomancer when casting the spell.

12) Invoke Potion (A: 1 drink; D: P; R: touch): The drink the Psychomancer touches becomes a magical potion, capable of healing 5d10 hits, feeding a man for a whole day, making him euphoric and acting as an instant antidote against all poisons of level 7 and lower. There can't simultaneously exist a number of potions of this kind created by the same Psychomancer in excess of half of his level.

13) Invoke Concentration II (A: caster; D: 1 round / lvl; R: self): As Invoke Concentration I, except the bonus is +10.

14) Magic Resistance (A: 1 target; D: 1 round / lvl; R: 30'): The target gets a special +15 to all his RRs against a specific realm of magic.

15) Invoke Protection III (A: 15' R; D: 1 round / lvl; R: self): As Invoke Protection I, except the bonus is +15.

16) Invoke Courage II (A: 1 target; D: 1 round / lvl; R: touch): As Invoke Courage I, except the bonus is +10; moreover, the target gets a special +5 bonus to all melee critical rolls.

17) Invoke Health (A: 1 target; D: 1 day / lvl; R: touch): For the duration of the spell, the target is immune to a specific disease (chosen at the time of casting the spell), whose level is less than the Psychomancer's; moreover the target gets a special +10 bonus to all RRs against disease.

18) Double Invocation (A: 1 target; D: varies; R: touch): This spell allows the target to receive the effects of two different spells of this list (by "different", we mean they can't be two different versions of the same spell, e.g., Invoke Protection I and Invoke Protection II)

19) Invoke Valet (A: 1 valet; D: 1 day / lvl; R: 10'): Using this spell, the Psychomancer summons a humanoid non-intelligent valet who will execute all his orders for the whole duration of the spell. The valet will not participate in combat, nor will it execute any order that may be put its life in danger.

20) Invoke Help (A: 30' R; D: 1 rnd / 5 fail; R: 50'): All intelligent beings in the area of effect must make a RR or feel a strong sense of piety for the Psychomancer, which will cause them to try to help him in any way for the duration of the spell, regardless of their original intentions.

25) Invoke Life (A: 1 target; D: – ; R: touch): The Psychomancer resurrects a target who died not more than one day earlier, transferring to him/her part of his Psychoenergy; there is always a 10% chance of failure. The target must have absolute rest for 2 days per hour that passed between his death and his resurrection; after casting this spell, the Psychomancer can't cast any other spell for 24 hours.

30) Invoke Supreme Combat Art (A: 1 weapon; D: 1 round / lvl; R: touch): The Psychomancer transform a normal weapon into a Slaying weapon against a specific type of creatures; the weapon gets a specific +15 bonus to its OB, inflicts double concussion hits (except the ones due to critical strikes) and fumbles only when rolling 01.

50) True Invocation (A: 1 target; D: varies; R: touch): As Double Invocation, except it allows the target to cumulate the effects of a number of spells of this list equal to the Psychomancer's level.


Spell List: Counterspells

 

Spell

Level

Area

Duration

Range

Type

Disturb Concentration*

1

1 target

1 round

50'

F

Reduce Radius*

2

1 target

varies

50'

F

Reduce Duration*

3

1 target

varies

50'

F

Reduce Effects*

4

1 target

varies

50'

F

Distraction*

5

1 target

–

50'

F

Generic Shield*

6

1 target

1 round / lvl

30'

F

Knock Down Wall*

7

1 wall spell

–

10'

F

Delay Effects*

8

1 spell

1 round / lvl

15'

F

Slow Down Bolt*

9

1 target

1 round / lvl

10'

F

Reveal Illusion

10

1 illusion spell

–

30'

F

Mental Shield*

11

1 target

1 round / lvl

30'

F

Spell Blockage*

12

1 spell

–

30'

F

Bolt-proof Wall*

13

1 target

1 round / lvl

30'

F

Ball-proof Screen*

14

1 target

1 round / lvl

30'

F

True Elemental Screen*

15

10'R

1 round / lvl

self

F

Disease Annihilation

16

1 disease spell

–

touch

F

Curse Annihilation

17

1 curse spell

–

touch

F

Magic Deafness

18

1 target

1 round / lvl

30'

F

Prevent Healing*

19

1 target

–

50'

F

Power Absorption

20

1 target

–

50'

F

Spell Mirror*

25

caster

varies

self

F

Shock

30

1 target

1 hr / 10 fail

50'

F

Magic Amnesia

50

1 target

1 week / 5 fail

50'

F

 

1) Disturb Concentration* (A: 1 target; D: 1 round; R: 50'): If the target (who must be casting a spell at the moment in which the Psychomancer casts Disturb Concentration) fails a RR, he suffers a –10 penalty to his next roll on the Base Spell Attack Table or on a Direct Spell Attack Table.

2) Reduce Radius* (A: 1 target; D: varies; R: 50'): If the target fails a RR, the radius (if any) of the next spell he casts will be halved.

3) Reduce Duration* (A: 1 target; D: varies; R: 50'): If the target fails a RR, the duration (if any) of the next spell he casts will be halved.

4) Reduce Effects* (A: 1 target; D: varies; R: 50'): If the target fails a RR, the effects of the next base spell he casts will be decreased by 20%.

5) Distraction* (A: 1 target; D: – ; R: 50'): If the target (who must be preparing a spell when the Psychomancers casts Distraction) fails his RR, he/she will get slightly distracted and therefore his own spell will require an extra round of preparation (no matter how many rounds he/she has already prepared it).

6) Generic Shield* (A: 1 target; D: 1 round / lvl; R: 30'): This spell creates a magic barrier around the target, which gives a special +10 bonus to its DB against all elemental attacks; if the target moves, the shield follows him.

7) Knock Down Wall* (A: 1 wall spell; D: – ; R: 10'): This spell annihilates instantly one single wall-type spell (Airwall, Firewall etc.) which fails a RR (attack level equal to Psychomancer's level, target's level equal to the level of the User who cast the wall-type spell).

8) Delay Effects* (A: 1 spell; D: 1 round / lvl; R: 15'): The Psychomancer casts this spell on himself or on another willing target; it activates in the very same moment he (or the chosen target) becomes the target of an "hostile" spell (provided this happens within an hour form the casting of Delay Effects) and it suspends the effects of the latter (i.e. makes it ineffective) for one round per level of the Psychomancer. If the caster of the "hostile" spell dies or passes out before the end of the duration of Delay Effects, the delayed spell has no effect.

9) Slow Down Bolt* (A: 1 target; D: 1 round / lvl; R: 10'): The target of this spell (who may be also the Psychomancer himself) gets a special +20 bonus to his DB against one specific kind of bolt-type spell (Fire Bolt, Lighting Bolt, Shock Bolt etc.) chosen by the Psychomancer. A target can't be simultaneously protected from more than one type of bolt spell.

10) Reveal Illusion (A: 1 illusion spell; D: – ; R: 30'): The Psychomancer discovers whether the scene he casts this spell on is an illusion or not; if it is, the illusion spell can roll a RR (attack level equal to the Psychomancer's, target level equal to the level of the User who created the illusion) to avoid being revealed as an illusion.

11) Mental Shield* (A: 1 target; D: 1 round / lvl; R: 30'): The target of the spell gets a special +15 bonus to his RRs against mental spells.

12) Spell Blockage* (A: 1 spell; D: – ; R: 30'): The spell the target is preparing, if it fails a RR (–20 penalty), is cancelled instantly.

13) Bolt-proof Wall* (A: 1 target; D: 1 round / lvl; R: 30'): The target gains complete immunity to one specific kind of bolt-type spell (Fire Bolt, Shock Bolt etc.) chosen by the Psychomancer. A target can't be simultaneously protected from more than one type of bolt spell.

14) Ball-proof Screen* (A: 1 target; D: 1 round / lvl; R: 30'): As Bolt-proof Wall, except it works with ball-type spells (Cold Ball, Fire Ball etc.).

15) True Elemental Shield* (A: 10' R; D: 1 round /lvl; R: self): This spell creates a Bolt-proof Wall and a Ball-proof Screen against one specific kind of bolt-type spell and ball-type spell, chosen by the Psychomancer at the time of casting the spell; it is effective on all non-hostile (towards the Psychomancer) targets in its area of effect.

16) Disease Annihilation (A: 1 disease spell; D: – ; R: touch): Eliminates automatically (no RRs required) a disease caused through the means of a spell whose level is lower than the Psychomancer's.

17) Curse Annihilation (A: 1 curse spell; D: – ; R: touch): Eliminates automatically (no RRs required) a curse caused through the means of a spell whose level is lower than the Psychomancer's.

18) Magic Deafness (A: 1 target; D: 1 round / lvl; R: 30'): Creates a magic barrier around the target which confers him/her immunity to all non-elemental spells whose level is lower than the Psychomancer's; spells whose level is equal to or higher than the Psychomancer's suffer no effects from this spell.

19) Prevent Healing* (A: 1 target; D: – ; R: 50'): Eliminates the effects of any healing spell cast on the target (if he fails a RR) during the last several rounds (1 round /lvl).

20) Power Absorption (A: 1 target; D: – ; R: 50'): If the target fails his RR, 50% of his remaining Power Points are "absorbed" by the Psychomancer, who must spend them in 8 hours or lose them.

25) Spell Mirror* (A: caster; D: varies; R: self): The Psychomancer "reflects" the first spell cast against him (within an hour) towards its caster. The reflected spell can roll a RR to avoid being mirrored (attack's level equal to the Psychomancer's, target's level equal to the level of the User who has cast the spell).

30) Shock (A: 1 target; D: 1 hr / 10 fail; R: 50'): The target (who must be preparing a spell when the Psychomancer casts Shock) suffers from a mental collapse and faints; he is down for 1 hour / 10 fail.

50) Magic Amnesia (A: 1 target; D: 1 week / 5 fail; R: 50'): The target (who must be preparing a spell when the Psychomancer casts Magic Amnesia) forgets all the spells he/she knows (and therefore can't cast them) for 1 week / 5 fail; moreover he suffers the same effects described in Shock.


Spell List: Intuitions

 

Spell

Level

Area

Duration

Range

Type

Detect Danger I

1

30' R

–

self

U

Magic Perception I

2

100' R

–

self

U

Text Understanding

3

1 text

–

touch

U

Identify Danger

4

1 danger

–

30'

U

Omen I

5

caster

–

self

U

Detect Danger II

6

150' R

–

self

U

Detect Intentions

7

1 target

–

50'

U/F

Spell Forecast*

8

1 target

–

50'

U

Magic Perception II

9

180' R

–

self

U

Omen II

10

caster

–

self

U

Effect Forecast

11

caster

–

self

U

Prophecy

12

caster

–

self

U

Intuition I

13

50' R

1 round

self

U

Dream I

14

caster

1 hour

self

U

Psychoenergy Imbedding

15

1 target

1 round / lvl

30'

F

Intuition II

16

150' R

1 round

self

U

Dream II

17

caster

2 hours

self

U

Mental Watch

18

caster

10 min / lvl

self

U

True Intuition

19

300' R

1 round

self

U

Dream III

20

caster

3 hours

self

U

Detect Way

25

caster

varies

self

U

Find

30

100' R

1 min / lvl

self

U

Lord Intuition

50

caster

varies

self

U

 

Note: As with every seer-like spell list, we recommend extreme caution in using the spells of this list; the GM should try to maintain the right aura of mystery in his own campaign with respect to foretelling spells (e.g., making the result of the intuition ambiguous).

1) Detect Danger I (A: 30' R; D: – ; R: self): The Psychomancer "senses" any danger in the area of effect, but he has no idea of the kind of danger it is, nor does he know where it is located.

2) Magic Perception I (A: 100' R; D: – ; R: self): The Psychomancer is aware of the presence of any spell user and magic item in the area of effect, including location; he has gains no other information about them besides their mere existence.

3) Text Understanding: (A: 1 text; D: – ; R: touch): The Psychomancer has a 70% chance to understand a text (not longer than thirty lines) written in an unknown language or whose sense is difficult to interpret (e.g., oracles, prophecies etc).

4) Identify Danger (A: 1 danger; D: – ; R: 30'): The caster gets a general idea of the type of one single danger he has previously detected (e.g., he may know there is a trap, but will not able to say where it is located or what kind of trap it is).

5) Omen I (A: caster; D: – ; R: self): The caster can ask his inner knowledge a very simple question (like: "Is it right to go this way" or "Is it good to do this?"), getting a correct answer from it with a 60% chance. Obviously, the Psychomancer doesn't know if he has gained a true or false answer...

6) Detect Danger II (A: 150' R; D: – ; R: self): As Detect Danger I, except for the area of effect.

7) Detect Intentions (A: 1 target; D: – ; R: 50'): The Psychomancer detects the true opinion of the target on a specific subject if the target fails his RR (–20 mod); if the target succeeds in the RR, he will be aware of the casting of this spell.

8) Spell Forecast* (A: 1 target; D: – ; R: 50'): The Psychomancer foresees the spell a caster is casting and has an idea of who will be its target; the target of this spell can roll a RR to hide his/her own intentions.

9) Magic Perception II (A: 180' R; D: – ; R: self): As Magic Perception I, except for the area of effect.

10) Omen II (A: caster; D: – ; R: self): As Omen I, but the chance of getting the correct answer is 80%.

11) Effect Forecast (A: caster; D: – ; R: self): Allows the Psychomancer to get a general idea of the what effects a specific action performed by a target in his field of view may produce; this spell can foretell only the deterministic results of the action (e.g., it may foretell that, opening a door, the target will activate a trap, but it can't say whether he/she will die or not).

12) Prophecy (A: caster; D: – ; R: self): The Psychomancer prophecies in very obscure words the doom of something (a person, a kingdom, an object) he chooses; his speech will be extremely hard to be correctly interpreted, but sooner or later all his words will prove true. Note: The "prophecy" is up to the GM; the Psychomancer himself should have big problems in understanding it, as he pronounced it in a sort of trance.

13) Intuition I (A: 50' R; D: 1 round; R: self): The Psychomancer gets an anticipation of all the events that will happen in the area of effect in the next ten minutes which do not depend upon his own will (e.g., he may foretell a giant spider will pass by, but he won't be able to say whether he proves capable of killing it or not).

14) Dream I (A: caster; D: 1 hour; R: self): The Psychomancer gets asleep and has a 70% possibility to have a dream on a specific topic he chooses; in that case, the dream has a 60% chance to show him a correct answer to a "complex" question he was asking himself before falling asleep (e.g., Why did that man kill the king? Where does all the money that merchant is spending come from?, etc.). If doesn't have the "correct" dream, he will just sleep uselessly for one hour; but if he has the "correct" dream, but doesn't get a correct answer, that means he has got a wrong and misleading answer.

15) Psychoenergy Imbedding (A: 1 target; D: 1 round / lvl; R: 30'): The Psychomancer imbeds in a willing target (who may be also himself) part of the Psychoenergy he gets form his own inner concentration. The target gets a special +10 bonus to OB, DB and RR; moreover, as long as the spell is active, the target can teleport himself (only once) to a particular place (specified by the caster at the moment of casting Psychoenergy Imbedding) not farther than 100' / lvl of the caster from the point at which the spell was cast. The "imbedding" is extremely tiring for the caster and he consequently cannot cast it more than once per day.

16) Intuition II (A: 150' R; D: 1 round; R: self): As Intuition I, but the Psychomancer gets an anticipations of all the events that will happen in the area of effect in the next thirty minutes.

17) Dream II (A: caster; D: 2 hours; R: self): As Dream I, but the Psychomancer has an 80% possibility to have a dream on a specific topic he chooses; in that case, the dream has a 70% chance to show him a correct answer to a "complex" question he was asking himself before falling asleep.

18) Mental Watch (A: caster; D: 10 min / lvl; R: self): For the duration of the spell, the Psychomancer is constantly under the effects of Detect Danger II and Identify Danger.

19) True Intuition (A: 300' R; D: 1 round; R: self): As Intuition I, but the Psychomancer gets an anticipation of all the events that will happen in the area of effect in the next hour.

20) Dream III (A: caster; D: 3 hours; R: self): As Dream I, but the Psychomancer has a 90% possibility to have a dream on a specific topic he chooses; in that case, the dream has an 80% chance to show him a correct answer to a "complex" question he was asking himself before falling asleep.

25) Detect Way (A: caster; D: varies; R: self): The Psychomancer gets all the information needed to get to a place of which he knows at least the name; a sort of "mental map" appears in his mind, showing correctly and with full details the way to get there; the spell lasts until the journey ends, which may be a really long time...

30) Find (A: 100' R; D: 1 min / lvl ; R: self): The Psychomancer "senses" the presence of a specific object or person (chosen at the time of casting the spell) in the area of effect; he is aware of its precise current location (only in terms of "geographical coordinates", i.e. the caster knows a certain person is 10' north of him, but he doesn't know whether he is closed in a wardrobe or in a coffin or simply standing at the side of the street) and of its movements: great at following villains or at discovering hidden treasures!

50) Lord Intuition (A: caster; D: varies; R: self): Allows the Psychomancer to casts all the spells on this list, one per round.


Spell List: Constructs

 

Spell

Level

Area

Duration

Range

Type

Search Raw Materials

1

30 mi R

–

self

U

Create Minor Standard Construct

2

quantity of raw material needed

varies

touch

F

Animate Minor Standard Construct

3

1 Minor Standard Construct

10 min / lvl

touch

F

Control Minor Standard Construct

4

1 Minor Standard Construct

C

300'

F

Create Lesser Standard Construct

5

quantity of raw material needed

varies

touch

F

Animate Lesser Standard Construct

6

1 Lesser Standard Construct

10 min / lvl

touch

F

Control Lesser Standard Construct

7

1 Lesser Standard Construct

C

300'

F

Create Major Standard Construct

8

quantity of raw material needed

varies

touch

F

Animate Major Standard Construct

9

1 Major Standard Construct

10 min / lvl

touch

F

Control Major Standard Construct

10

1 Major Standard Construct

C

300'

F

Assign Task

11

1 construct

varies

touch

F

Create & Animate Minor Golem

12

quantity of raw material needed  or 1 golem

varies or 10 min / lvl

touch

F

Control Minor Golem

13

1 golem

C

300'

F

Imbed Magic Power

14

1 construct (including golems)

varies

touch

F

Create & Animate Lesser Golem

15

quantity of raw material needed  or 1 golem

varies or 10 min / lvl

touch

F

Control Lesser Golem

16

1 golem

C

300'

F

Multicontrol

17

1 construct / 4 lvls

C

600'

F

Create & Animate Major Golem

18

quantity of raw material needed  or 1 golem

varies or 10 min / lvl–

touch

F

Control Major Golem

19

1 golem

C

300'

F

Imbed Elemental Power

20

1 construct (including golems)

varies

touch

F

True Animate Construct

25

1 construct (including golems)

P

touch

F

Imbed Demon

30

1 construct (including golems)

varies

touch

F

Invent New Construct

50

varies

varies

varies

F

 

Note 1: A Psychomancer, unless using the Multicontrol spell, can neither control nor assigns tasks to more than one construct (including golems) at a time.

Note 2: The term "construct", used below, includes standard constructs and golems.

1) Search Raw Materials (A: 30 mi R; D: – ; R: self): The Psychomancer localizes the ores or mines from which he can obtain the raw materials to realize the constructs described below; this spell must be cast and the raw materials must be obtained  before starting any "constructing process" which exploits the spells described below.

2) Create Minor Standard Construct (A: quantity of raw material needed for the construct; D: varies; R: touch): Using the appropriate raw material and working for two weeks (i.e. casting this spell every day for two weeks), the Psychomancer creates a Minor Standard Construct (Creature and Monsters, page 115); this spell doesn't animate the construct nor allow the caster to control it. Once the construct has been completed, it will last until it is physically destroyed.

3) Animate Minor Standard Construct (A: 1 Minor Standard Construct; D: 10 min / lvl; R: touch): Touching a construct, the Psychomancer animates it for the duration of the spell; he can't control it, without using the appropriate spell. If the construct is not "controlled" it will act randomly (GM's discretion). If, at the end of the duration of this spell, the construct has not been destroyed, it will fall in a sort of lethargy (i.e. becomes completely inactive) until it is again animated (by this spell).

4) Control Minor Standard Construct (A: 1 Minor Standard Construct; D: C; R: 300'): The Psychomancer gains full control of a Minor Standard Construct (even if he is not its "creator"). If the level of the construct is lower than the Psychomancer's, his attempt to control the construct succeeds automatically; if the level of the construct is higher than the Psychomancer's, it is allowed to roll a RR, success meaning the construct will act randomly (GM's discretion) for that round; next round the Psychomancer may try again to control it (without casting again this spell). This procedure ends when a) the Psychomancer succeeds in controlling the construct (i.e., it fails its RR); b) the construct is destroyed; c) the Psychomancer aborts his own attempts to control the construct (i.e. performs an action other than trying to control the construct). Assuming the Psychomancer has managed to control the construct, he will maintain control until he stops concentrating or until the distance between the construct and the caster exceeds the radius of this spell.

5) Create Lesser Standard Construct (A: quantity of raw material needed for the construct; D: varies; R: touch): Using the appropriate raw material and working for three weeks (i.e. casting this spell every day for three weeks), the Psychomancer creates a Lesser Standard Construct (Creature and Monsters, page 115); this spell doesn't animate the construct nor allow the caster to control it. Once the construct has been completed, it will last until it is physically destroyed.

6) Animate Lesser Standard Construct (A: 1 Lesser Standard Construct; D: 10 min / lvl; R: touch): As Animate Minor Standard Construct, except it works on Lesser Standard Constructs.

7) Control Lesser Standard Construct (A: 1 Lesser Standard Construct; D: C; R: 300'): As Control Minor Standard Construct, except it works on Lesser Standard Constructs.

8) Create Major Standard Construct (A: quantity of raw material needed for the construct; D: varies; R: touch): Using the appropriate raw material and working for one month (i.e. casting this spell every day for one month), the Psychomancer creates a Major Standard Construct (Creature and Monsters, page 115); this spell doesn't animate the construct nor allow the caster to control it. Once the construct has been completed, it will last until it is physically destroyed.

9) Animate Major Standard Construct (A: 1 Major Standard Construct; D: 10 min / lvl; R: touch): As Animate Minor Standard Construct, except it works on Major Standard Constructs.

10) Control Major Standard Construct (A: 1 Major Standard Construct; D: C; R: 300'): As Control Minor Standard Construct, except it works on Major Standard Constructs.

11) Assign Task (A: 1 construct; D: varies; R: touch): The Psychomancer assigns a task to an construct (including golems), which will make every possible effort to complete the task, as long as it is not destroyed. The Psychomancer doesn't need to concentrate to control the construct's actions once he has cast this spell, but he will be always aware of the position and of the actions the construct is currently performing. The spell ends when the construct is destroyed or it accomplishes its goal; if this happens, the Psychomancer will be telepathically informed of the event.

12) Create and Animate Minor Golem (A: quantity of raw material needed for the golem / 1 golem; D: varies / 10 min / lvl; R: touch): Using the appropriate raw material and working for two month (i.e. casting this spell every day for two months), the Psychomancer creates a golem (Creature and Monsters, page 123–124) of at most 7th level. The golem is 'alive' once animated (for 10 min / lvl), but this doesn't mean the Psychomancer is able to control it without casting the appropriate spell. If the construct is not "controlled" it will act randomly (GM's discretion). If, at the end of the duration of this spell, the construct has not been destroyed, it will fall in a sort of lethargy (i.e. becomes completely inactive) until it is again animated by this spell (which does not imply the creation of another golem).

13) Control Minor Golem (A: 1 golem; D: C; R: 300'): As Control Minor Standard Construct, except it works on minor golems (i.e., golems of at most 7th level).

14) Imbed Magic Power (A: 1 construct, including golems; D: varies; R: touch): The Psychomancer imbeds in a construct the skill to cast one spell he knows for every five of his levels (e.g., a 15th level Psychomancer is able to imbed three different spells in the construct); the construct will have a number of PPs equal to the Psychomancer's level. The spells may be cast instantly at the Psychomancer's will while the construct is under his control. The construct regains 5 PPs per hour of inactivity; the skill gained by the construct will end only with its destruction. 

15) Create and Animate Lesser Golem (A: quantity of raw material needed for the golem / 1 golem; D: varies / 10 min / lvl; R: touch): Using the appropriate raw material and working for three months (i.e. casting this spell every day for three months), the Psychomancer creates a golem (Creature and Monsters, page 123–124) of at most 14th level. The golem is 'alive' once animated (for 10 min / lvl), but this doesn't mean the Psychomancer is able to control it without casting the appropriate spell. If the construct is not "controlled" it will act randomly (GM's discretion). If, at the end of the duration of this spell, the construct has not been destroyed, it will fall in a sort of lethargy (i.e. becomes completely inactive) until it is again animated by this spell (which does not imply the creation of another golem).

16) Control Lesser Golem (A: 1 golem; D: C; R: 300'): As Control Minor Standard Construct, except it works on lesser golems (i.e., golems of at most 14th level).

17) Multicontrol (A: 1 construct / 4 lvls; D: C; R: 600'): As Control Minor Standard Construct, but it allows the Psychomancer to control one construct (including golems) for every four levels (e.g., a 20th level Psychomancer will be able to simultaneously control five constructs).

18) Create and Animate Major Golem (A: quantity of raw material needed for the golem / 1 golem; D: varies / 10 min / lvl; R: touch): Using the appropriate raw material and working for four months (i.e. casting this spell every day for four months), the Psychomancer creates a golem (Creature and Monsters, page 123–124) of at most the caster's level. The golem is 'alive' once animated (for 10 min / lvl), but this doesn't mean the Psychomancer is able to control it without casting the appropriate spell. If the construct is not "controlled" it will act randomly (GM's discretion). If, at the end of the duration of this spell, the construct has not been destroyed, it will fall in a sort of lethargy (i.e. becomes completely inactive) until it is again animated by this spell (which does not imply the creation of another golem).

19) Control Major Golem (A: 1 golem; D: C; R: 300'): As Control Minor Standard Construct, except it works on any golem the level of which is lower than the Psychomancer's.

20) Imbed Elemental Power (A: 1 construct, including golems; D: varies; R: touch): Using this spell the Psychomancer makes one construct inflict a secondary elemental critical strike (Heat, Cold or Electricity, caster's choice) of the same level of the one normally inflicted. The ability thus gained by the construct will end only with its destruction.

25) True Animate Construct (A: 1 construct, including golems; D: P; R: touch): As a normal Animate spell, except for the duration.

30) Imbed Demon (A: 1 construct, including golems; D: varies; R: touch): The Psychomancer imbeds the spirit of a demon in a construct until the construct is destroyed; the effects are described in Creatures and Monsters, page 126. Very dangerous, if you do not have a way to control the demon...

50) Invent New Construct (A: varies; D: varies; R: varies): The Psychomancer invents a new (usually very powerful) construct, whose level must be lower than the caster's own; the characteristics of the construct should be agreed upon by the GM and player. After the creation of the construct (which will take last at least a full year), it will be able to be animated and controlled treating it as if it were a Major Golem.


Spell List: Psychoenergy Manipulation

 

Spell

Level

Area

Duration

Range

Type

Improve Concentration*

1

caster

2 rounds

self

U

Increase Power*

2

1 spell

varies

self

U

Extend Power*

3

1 spell

varies

self

U

Psychoenergy Wall

4

10'x10'x1'

1 round / lvl

10'

F

Minor Psychoshock

5

1 target

–

100'

F

Minor Collapse

6

1 target

1 min

100'

F

Psychobolt I

7

1 target

–

100'

F

Psychocube I

8

10'x10'x10'

1 round / lvl

100'

F

Psychosphere

9

1 target

–

100'

F

Psychocircle

10

10'R

1 round / lvl

caster

F

Lesser Psychoshock

11

1 target

–

100'

F

Lesser Collapse

12

1 target

3 min

100'

F

Psychoenergy Disruption

13

1 target

varies

50'

F

Psychobolt II

14

1 target

–

300'

F

Psychocube II

15

20'x20'x20'

1 round / lvl

200'

F

Triad of Psychoenergy

16

up to three targets

–

100'

F

Psychoglyph

17

1 glyph

varies

touch

F

Major Psychoshock

18

1 target

–

100'

F

Major Collapse

19

1 target

5 min

100'

F

Psychotempest

20

30' R

1 round / lvl

100'

F

Psychoaura

25

1 object

1 round / lvl

touch

F

Psychoenergy Absolution

30

1 target

–

50'

F

True Psychoenergy Manipulation

50

varies

1 round / lvl

varies

F


Note: The spells described below often refer to "Psychoshock Critical Strikes"; they can be found in the Appendix Tables.

1) Improve Concentration* (A: caster; D: 2 rounds; R: self): The Psychomancer, using his Psychoenergy, improves his own concentration; any time spent preparing his next spell is doubled (up to 2 rounds) and any attack roll (both for Base Spells and for Direct Spells) gets a special +5 bonus.

2) Increase Power* (A: 1 spell; D: varies; R: self): The spell cast right after this one has a doubled area of effect; no change to its duration.

3) Extend Power* (A: 1 spell; D: varies; R: self): The spell cast right after this one has a doubled duration.

4) Psychoenergy Wall (A: 10'x10'x1'; D: 1 round / lvl; R: 10'): The spell creates a transparent wall of psychic energy, which slightly shines with a pale red brilliance; everybody crossing the wall takes an "A" Psychoshock Critical Strike.

5) Minor Psychoshock (A: 1 target; D: – ; R: 100'): If the target fails a RR, he/she takes 1 hit / 2 fail and is stunned for 1 round / 5 fail.

6) Minor Collapse (A: 1 target; D: 1 min; R: 100'): A powerful burst of Psychoenergy runs through the target; if he/she fails a RR, he/she takes a "B" Psychoenergy Critical Strike and is unable to perform any action (except defending himself) for one minute.

7) Psychobolt I (A: 1 target; D: – ; R: 100'): A mighty bolt of Psychoenergy bursts out from the hands of the caster; resolve the attack on the Ice Bolt Attack Table (Spell Law, p. 209) with primary Psychoshock crits and secondary Heat crits.

8) Psychocube I (10'x10'x10'; D: 1 round / lvl; R: 100'): The Psychomancer creates a cube of pure Psychoenergy; whoever passes through it or is in the area of effect takes a "B" Psychoshock Critical Strike.

9) Psychosphere (A: 1 target; D: – ; R: 100'): A small (1' R) sphere of Psychoenergy erupts from the hands of the caster. Upon reaching the target, it explodes affecting a 10'R area. Resolve the attack on Cold Ball Attack Table (Spell Law, p. 203), with primary Psychoshock crits and secondary Heat crits.

10) Psychocircle (A: 10' R; D: 1 round / lvl; R: caster): As Psychoenergy Wall, but it creates a still ring of Psychoenergy of 10' radius around the caster; the "wall" is 6'' thick and 10' high; it does NOT move with the caster.

11) Lesser Psychoshock (1 target; D: – ; R: 100'): As Minor Psychoshock, but the target takes 1 hit / 1 fail and is stunned for 1 round / 3 fail.

12) Lesser Collapse (A: 1 target; D: 3 minutes; R: 100'): As Minor Collapse, but the target takes a "C" Psychoenergy Critical Strike and is unable to perform any non-defensive action for three minutes.

13) Psychoenergy Disruption (A: 1 target; D: varies; R: 50'): The Psychomancer progressively destroys the energy of the target; each round the target fails a RR, he loses 3 points of Constitution (temporary stat); the spell cannot last more than 1 round per level of the Psychomancer. The process ends the first time the target makes a successful RR. While using this spell, the Psychomancer cannot perform any other action; if the target's Constitution drops to 0, he dies immediately; if the spell ends before target's death, the target will regain one Constitution point per day.

14) Psychobolt II (A: 1 target; D: – ; R: 300'): As Psychobolt I, except for the range.

15) Psychocube II (A: 20'x20'x20'; D: 1 round / lvl; R: 200'): As Psychocube I, except for the area of effect and the range.

16) Triad of Psychoenergy (A: up to three targets; D: – ; R: 100'): Three Psychobolts burst out of the palm of the caster and hit up to three different targets, which must all be in his field of view; the distance between any two targets cannot be more than 150'. The Psychomancer adds his Directed Spell OB (Psychobolt) to just one bolt; the other two attack with a +0 OB.

17) Psychoglyph (A: 1 glyph; D: varies; R: touch): The Psychomancer draws a glyph on a solid surface; whenever a specific action (chosen and precisely defined by the Psychomancer at the time of casting) is performed in front of the glyph (no more than 10' from it), a Psychobolt will strike that target; the attack has the Psychomancer's Directed Spell OB (Psychobolt). After the release of the bolt, the glyph disappears; it disappears regardless (even if it has never been activated) after one day per level of the Psychomancer.

18) Major Psychoshock (A: 1 target; D: – ; R: 100'): As Minor Psychoshock, but the target takes 2 hits / 1 fail and is stunned for 1 round / 1 fail.

19) Major Collapse (A: 1 target; D: 5 minutes; R: 100'): As Minor Collapse, but the target takes an "E" Psychoenergy Critical Strike and is unable to perform any non-defensive action for five minutes.

20) Psychotempest (A: 30' R; D: 1 round / lvl; R: 100'): In the area of effect a terrible storm of Psychoenergy bursts out; anyone in the area takes 1d10 Psychobolt attacks and 1d5 Psychosphere attacks, all with the Psychomancer's Directed Spell OB, for each round he/she remains in the area. Truly devastating...

25) Psychoaura (A: 1 object; D: 1 round / lvl; R: touch): An inanimate object touched by the Psychomancer gets an aura of pure Psychoenergy; any subject who touches the object takes an "E" Psychoshock Critical Strike. If cast on a weapon, it makes it inflict a secondary Psychoshock Critical Strike of the same level as the primary crit; the wielder of the weapon is not afflicted by the aura...

30) Psychoenergy Absolution (A: 1 target; D: – ; R: 50'): If the target fails a RR, he suffers from a terrible loss of Psychoenergy; he instantly loses 2 Co points per level of the Psychomancer and falls into coma for one day / 5 fail.  (Co is restored at the rate of 1 point / day.)

50) True Psychoenergy Manipulation (A: varies; D: 1 round / lvl; R: varies): The Psychomancer can use any one lower spell of this list each round.

 

 

Appendix: Psychoshock Critical Strikes Tables

 

"A" Critical Strikes:

01–05: An inoffensive blow of Psychoenergy passes over the foe. +0 hits

06–10: A light shiver runs along foe's back. +1 hit

11–15: The Psychoenergy that envelops the foe makes him lose his concentration. +1 hit. You get initiative next round.

16–20: Foe's chest gives a sudden start. +3 hits. He has to parry for one round.

21–35: A rush of Psychoenergy runs along foe's shield arm towards his brain. +4 hits. He can't use his shield for one round. A strange whistling sound disturbs his opposite ear, without any particular consequence.

36–45: Foe's abdomen suffers from some painful and sudden contractions. +6 hits; stunned for one round.

46–50: A violent stitch hits foe's knee. +7 hits and –10 penalty; you have initiative for 2 rounds.

51–55: A sudden contraction of foe's diaphragm literally takes his breath away and causes to him a terrible pain between the ribs. +7 hits; he must parry for 2 rounds.

56–60: A bad blow hits foe's spine. Stabbing backache. +8 hits, stunned for one round, –10 penalty.

61–65: Foe's ankle is enveloped with a strong Psychoenergy wave; twisted ankle and a really nasty pain... +7 hits, –10 penalty. He must parry for one round.

66: Weapon hand is overwhelmed by the terrible blow. Weapon itself flies some 10' away from the foe, whose arm trembles (and is completely useless) for two rounds. +8 hits, stunned for one round. You get initiative.

67–70: Foe is hit in his right hip. He lurches, but manages to keep standing. +8 hits and must parry for two rounds. –10 penalty.

71–75: Lethal blow to foe's thigh. He performs a theatrical axel and falls down. He painfully stands up immediately, but seems puzzled and amazed by your magical skill. +9 hits; he is stunned and cannot parry for one round.

76–80: The Psychoenergy shock causes a terrible pain between the ribs and violent spasms of his chest muscles. He seems about to pass out. Come on, you've almost won the day! +10 hits and stunned for 2 rounds.

81–85: Foe's windpipe suffers form a sudden contraction. He chokes till his face gets deep purple; he eventually spits small drops of blood. He barely recovers and returns to his previous combat position. Finish him. +8 hits, +2 hits/round, stunned and unable to parry for two rounds.

86–90: Psychoenergy hits foe's optical nerve. Terrible pain and that unlucky eye is useless for two rounds. +9 hits, –20 penalty for two rounds; you get initiative for two rounds.

91–95: The blow envelops both of foe's legs, causing such violent spasms that he is literally floored. +12 hits; he is stunned and prone for two rounds. –20 penalty.

96–99: Foe's shield arm revolves very unnaturally around his elbow. Tendons are torn, foe drops his shield. +15 hits; stunned and unable to parry for three rounds, –25 penalty. Quite a hopeless situation, isn't it?

100: Foe's brain almost fried by the Psychoenergy blow. He falls down as if dead and his head hits the ground rather violently. If he doesn't wear a helmet, he doesn't seem dead: he is... if he wears a helmet he is knocked out for four hours. +20 hits.

 

"B" Critical Strikes:

01–05: Foe's mind is slightly perturbed for less than one second. He knits his brows.

06–10: Psychoenergy slaps foe in the face; +2 hits. He seems very annoyed with the attempt and not very impressed with the blow...

11–15: Psychoenergy envelops foe's right leg. A painful spasm makes his calf contract violently. +3 hits; he loses initiative.

16–20: The Psychoenergy blow hits foe's collarbones. Seriously scared, he doesn't seem much injured: +3 hits and must parry for one round.

21–35: Bad strike to foe's lower parts... +5 hits and cannot parry for one round. Unfair!

36–45: Foe's chest is suddenly enveloped with a strong Psychoenergy wave. His diaphragm contracts violently, taking out his breath. +7 hits and stunned for one round.

46–50: Foe is hit hard in the stomach. He is bent double due to pain, but he seems to manage to keep standing; his guard is up. +9 hits and must parry for two rounds.

51–55: Painful smash to foe's left side; he performs a nice pirouette, but doesn't fall down (what a wonderful dancer, you think...). He's now facing you again and seems rather upset... +11 hits and stunned for one round.

56–60: Foe's shield arm twists about unnaturally under the effect of the violent Psychoshock; +10 hits and cannot parry for two rounds.

61–65: Terrible blow to foe's chest; he is thrown 3' back; +12 hits. If he is not wearing chest armor, he now has two cracked ribs and suffers a –20 penalty.

66: Foe's weapon forearm is enveloped with a terrible Psychoenergy flux; his tendons and ligaments are damaged; unbearable pain... He drops his weapon. +15 hits; he is stunned and unable to parry for two rounds; –15 penalty.

67–70: The blow hits hard foe's ankles. He falls on his knees; +12 hits. He is stunned and unable to parry for one round. If he ever stands up again, you can be sure he will ask for vengeance...

71–75: Great uppercut! Two broken teeth show the violence of your blow. +14 hits, 1 hit/round, stunned for two round. A trickle of blood drips from foe's mouth...

76–80: A terrible blow strikes foe's back and makes him fall prone. 20% possibility he wounds himself with his own weapon (resolve the attack on the appropriate attack table, with +20 OB). +15 hits, stunned for three rounds. It is time to put an end to this combat, isn't it?

81–85: "Farewell, my dear knee..." foe seems to think, while he contemplates horrified the atrocious torsion of his own leg. Torn tendons, sprained muscles and +14 hits. He is stunned for 2 rounds and suffers a –30 penalty.

86–90: What a great full-face smash! Foe's nose septum and cheekbones are broken. His face becomes quickly so swollen that one of his eyes disappears in a sea of bruises. +15 hits, 2 hits/round, stunned for three rounds, –15 penalty. If he doesn't wear a helmet, there is a 50% chance he faints and falls down.

91–95:  Terrible Psychoshock to foe's shoulder. The head of the humerus of his weapon arm is shattered, nearby tendons are destroyed. That arm hangs lifeless on foe's side, while his weapon falls jingling to the ground. He lurches. +22 hits, stunned for 5 rounds, –35 penalty. His sad glance asks you for a final coup de grace...

96–99: Horrible. An overwhelming Psychoenergy flux envelops foe's ribs. They shatter loudly and one of them perforates foe's aorta. The piercing scream he gives while falling to the ground will echo for a long time in your ears. +30 hits and he dies after two rounds of terrible agony.

100: Deadly blow to foe's neck. It breaks his spine, leaving him paralyzed from the shoulders down. +35 hits. He has just the time to realize his unhappy doom: he dies after two rounds, spent meditating upon life's fugacity. You pity him...

 

"C" Critical Strikes:

01–05: The Psychoenergy flux ruffles foe's hair. He doesn't look much impressed; instead it seems your attack has really annoyed him. +0 hits.

06–10: Foe barely avoids your terrible blow. Light damage (+3 hits), but it could have been much worse. At least now he knows how dangerous you are...

11–15: Foe can't help yelling because of pain, when your strike hits his right thigh. Anyway he seems still in good health. +3 hits; you get initiative next round.

16–20: Well-aimed attack to foe's chest. +4 hits and he must parry next round.

21–35: Violent blow to foe's side; he is bent double and is visibly suffering. +7 hits and must parry for two rounds.

36–45: You are starting playing hard, aren't you? Foe's shield arm is violently thrown backwards; he barely regains his combat position, but 10 hits are a good visiting card. He cannot parry for one round.

46–50: Foe's stomach suffers from a deadly and sudden impact. He falls on his knees, but he manages to stand up again. He is troubled with fits of vomiting, which make his condition rather unstable. +12 hits; he is stunned for two rounds; +5 to your next attack!

51–55: Unforgettable strike right between foe's shoulders; surely he will not forget it: +14 hits and must parry for two rounds.

56–60: Tremendous blow to foe's left foot; some foot-bones seem to be fractured. He limps, but manages to keep standing. +12 hits, stunned for one round, –15 penalty.

61–65: A terrible strike to foe's hip makes him totter; in order not to fall to the ground he must lean on his own weapon. He seems in great trouble. +11 hits; stunned ad unable to parry for one round; you get a +10 bonus to your next attack.

66: The Psychoenergy flux violently envelops foe's leg, breaking his shinbone. Falling to the ground, he leans clumsily on his shield arm and fractures his own wrist. +20 hits, stunned for three rounds, –60 penalty. He can neither stand up nor use his shield. What were we saying about bad luck?

67–70: A part of foe's armor literally takes off from his chest and strikes his face hard. A gush of blood springs out of his broken nose. Really, really painful. +10 hits, stunned and unable to parry for two rounds. If he survives, he won't forget you...

71–75: Uh-uh... The Psychoenergy flux envelops foe's weapon arm; his weapon is thrown some 10' away. +10 hits. He can draw another one in one round or spend two rounds to recover the one he was wielding. Anyway he will be able to solve this dilemma only after two rounds, during which he is stunned and unable to parry.

76–80: Violent blow to foe's shield hand. His fingers contract unnaturally and some phalanges creak so much that you suppose they are fractured. If he doesn't wear arm-greaves, +15 hits, stunned for one round and cannot use his shield, –15 penalty. If he wears arm-greaves, +9 hits, stunned for one round and –10 penalty.

81–85: Strike to foe's chest. He is thrown 10' back and falls to the ground. Two cracked ribs, +15 hits and stunned for two rounds. If he recovers, his fury will be terrifying...

86–90: Enveloped by Psychoenergy, foe's leg rises up suddenly defying anatomy; the head of his thighbone breaks painfully. +25 hits, –40 penalty, 3 hits/round, must parry for two rounds. He falls to the ground screaming out loud, but still raises his shield to defend himself. What a temper...

91–95: Like a terrible hammer, the strike hits foe's head.  If he doesn't wear a helmet, he falls into coma for 1d10 days; if he wears one, he passes out for 1d4 hours. Anyway, he takes 20 hits. Perhaps he should have surrendered...

96–99: Foe's sternum is overwhelmed by the violence of the impact, bends terribly and crashes into thousands of pieces. Its splinters pierce foe's lungs in various points. He falls to the ground and dies of suffocation in atrocious spasms in three rounds. +30 hits.

100: The blow strikes foe's forehead. His helmet (if any) is thrown 15' far from him, his forehead is broken, and his brain becomes nothing more than a disgusting jelly. You feel terribly mighty. +10 to your next action.

 

"D" Critical Strikes:

01–05: Your strike does not show a true effort to hurt your opponent. And in fact he takes just 2 hits; nothing more.

06–10: The Psychoenergy wave seems not to have caused much damage to the target; he takes 4 hits.

11–15: Violent blow to foe's right part of the chest; he complains of a nasty pain in his ribs and becomes suddenly warier. +4 hits and must parry for one round.

16–20: Deadly strike to foe's shin; he screams with both pain and rage and looks at you in anger. +5 hits and must parry for one round.

21–35: Terrible blow to foe's shield forearm: he has to lower his guard. He stares at you, amazed and scared of your next attack. +7 hits and cannot parry for one round.

36–45: Your tremendous might hits foe's stomach, making him fall and sit down on the ground; he barely stands up again; he seems seriously upset. +9 hits and stunned for one round.

46–50: Foe's left ankle rotates in quite an unnatural way; the consequent pain and violent spasm make him fall on his knees. It seems he can again stand up, but only with great effort; at least his guard is still up. +6 hits, –10 penalty, must parry for two rounds.

51–55: Violent blow to foe's back. His pain must be terrible and for a moment he seems to lose contact with reality. +5 hits, stunned and unable to parry for on round, +5 bonus to your next action.

56–60: Foe's right side is enveloped by the power of your Psychoenergy. He is thrown 7' to the left. He seems to have some problems remaining standing. +7 hits, stunned and unable to parry for two rounds.

61–65: Destructive strike to foe's "lower parts"; he is bent double because of pain and at the moment looks unable to react. +6 hits, stunned and unable to parry for two rounds, +10 to your next action.

66: What a sad view... You see your foe's knees bend backwards and his cries attest to the tearing of his ligaments and tendons. He drops his weapons and his shield and falls to the ground weeping and complaining about his bad luck. +20 hits, stunned for 6 rounds, –80 penalty; he cannot stand up.

67–70: All the violence of the Psychoenergy wave envelops foe's chest. He is thrown back 20' and falls heavily to the ground. His weapon slips out of his hand and end its flight 7' away from him. He considers surrendering... +12 hits, stunned and unable to parry for two rounds, +10 to your next action.

71–75: Great blow to foe's shinbone. He barely manages to avoid truly lethal consequences, but in his sudden escape move he twists his own ankle. If he does not wear leg-greaves, +10 hits, stunned for one round and –15 penalty; if he wears leg-greaves, +8 hits, must parry for one round and –10 penalty.

76–80: Wicked strike to foe's shoulder (shield side); broken shoulder. He cannot use his shield any more. His face assumes a suffering look. +15 hits, stunned and unable to parry for two rounds.

81–85: A terrible blow to foe's face breaks his incisors, his nose and his cheekbones. Not even his mummy would recognize him now. Blood runs all over his face. +18 hits, stunned for three rounds, –20 penalty.

86–90: A violent blow to foe's abdomen damages his internal organs; gushes of blood erupt from foe's mouth. +20 hits, 4 hits/round. If he does not wear any chest armor, he dies after two rounds of terrible agony; otherwise he falls to the ground, stunned for twelve rounds. He cannot stand up again before being healed.

91–95: The impact of the Psychoenergy wave envelops foe's leg, crushing his thighbone and severing it at the middle of the thigh. An impetuous river of blood flows from the wound and your opponent falls to the ground, fainting. +25 hits, +8 hits/round.

96–99: Your blow envelops foe's heart, which is literally crushed. From your point of view nothing seems to have happened, except for the fact he clutches his hand to his chest and falls immediately to the ground, dead.

100: Foe's joints are smashed by the blow. Simultaneous fracture of the head of his humerus and thighbones; he doesn't feel any pain, for at the very same time his spine (at neck height) breaks suddenly. He falls dead to the ground, like a puppet whose threads have been cut. Sad.

 

"E" Critical Strikes:

01–05: You are quite amazed with the evidence your blow has not hurt your opponent much. +3 hits.

06–10: Unbalanced by your Psychoenergy wave, your opponent seems to start fearing your power and begins defending himself more carefully. +3 hits and must parry for one round.

11–15: "Ouch!" your opponent seems to be thinking, while he checks for serious injuries. Meanwhile you can take advantage of his distraction. +6 hits and stunned for one round.

16–20: Good strike to foe's chest; he lurches, barely keeping his footing. What are you waiting for? Keep attacking him! +9 hits and stunned for one round.

21–35: Lethal blow to foe's leg. He loses his balance and falls heavily to the ground. He stands up again almost immediately, but he looks quite puzzled. +12 hits and stunned for one round.

36–45: A terrible strike lands in the middle of his shoulder blades; he is bent double because of the sudden and intense pain. Take advantage! He is at your mercy... +14 hits, stunned and unable to parry for two rounds, –10 penalty.

46–50: Tremendous blow to foe's shield arm. The bones of his forearm are broken, while his shield rolls sadly far from him. You can read pure panic in his eyes. +18 hits, –25 penalty, stunned and unable to parry for 2 rounds.

51–55: Precise double strike to foe's shoulders. Even though he seems to suffer from no fractures, he falls on his knees in front of you due to pain. +16 hits, stunned and unable to parry for two rounds, +10 to your actions for the next two rounds.

56–60: Foe's weapon is thrown backwards 15', while his wrist twists horribly, eventually breaking. Now he can use but his shield to defend himself. +15 hits, –20 penalty, stunned for two rounds. He cannot wield any weapon with his injured arm.

61–65: Your Psychoenergy blow envelops foe's legs; he suddenly loses his balance and falls prone to the ground, breaking his nose and two of the fingers of his shield hand. He feels humiliated by your superiority. +18 hits, 2 hits/round, stunned and unable to parry for three rounds, +10 to your activity for the next three rounds.

66: A violent spasm makes foe's throat contract suddenly; his windpipe explodes in thousands of tiny pieces and your opponent falls to the ground, shaken by terrible convulsions. He dies of suffocation in 6 rounds. +20 hits.

67–70: Tremendous blow to foe's ribs. Sinister creaks suggest their breakage. He is bent double with pain. +18 hits, –20 penalty, stunned and unable to parry for two rounds, +10 to your next action.

71–75: Violent strike to foe's knee. If he doesn't wear leg-greaves, his knee-bone and shinbone are fractured, while the tendons are torn: +20 hits, stunned for 6 rounds, –40 penalty. If he wears leg-greaves, his bones and tendons seem to have resisted the impact, but the leg-greaves are now useless: +15 hits, stunned for three rounds and –10 penalty.

76–80: In rapid succession, two lethal blows hit foe's eyes; one of them literally explodes in a choreographic gush of blood, while the other one becomes a formless pudding. +20 hits. He urgently needs a miracle to save himself...

81–85: Foe's stomach and liver are enveloped by a deadly Psychoenergy shock and become a disgusting jelly. +30 hits. He falls to the ground, with unbearable pains in his abdomen; he dies in four rounds.

86–90: Foe's ribs implode. Rivers of blood erupt from his mouth and from the plethora of wounds that open in his chest. +40 hits and instantaneous death.

91–95: Your lethal blow breaks foe's nose; the bone breaks through his skull and pierces his brain. Your opponent falls to the ground and dies, without even understanding what has happened.

96–99: Your strike is so tremendous that foe's head is severed from the rest of the body and is thrown 10' backwards, where it lands rolling. The body falls first to its knees, while a high spout of blood springs from its throat; it then falls prone to the ground. +30 to your next action.

100: Foe's body is transformed into a formless mass of organic fragments of uncertain origin. Also his equipment is completely destroyed. If you want to give him a decent burial, you'll need a spoon...

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